Saturday, September 6, 2014

Con Games!



Earlier in the week, I submitted three game events as part of the House of Indie Games theme track for Con of the North in February 2014:

  • The Condor Falls! A Spanish Civil War scenario in which the PCs play members of the Abraham Lincoln Brigade. Players will take on the role of the anarchist, communist, and socialist international defenders of an isolated Spanish village. This two hour session will use the Fate Core version of Achtung! Cthulhu. 
    • Prep work: We've had the PDFs of Achtung! Cthulhu for a bit, but we just ordered the omnibus print edition of the Investigator's and Keeper's Guides. A couple of days ago I got my hand on the Osprey on the Condor Legion; now I need to find the one they did on the International Brigades. Poking around in the online Abraham Lincoln Brigade Archives seems in order too  (I visited them once many years ago.)
  • Strange Stars: A four hour romp through Trey Causey's Strange Stars RPG setting, forthcoming this fall from Armchair Planet. The game release is planned as a full color setting book (coming out this Fall) followed by a system book with stats using Stars Without Numbers and Fate Core (late Fall/early Winter). I'm running it using Fate Core.
    • Prep work: Since I am writing the Fate Core conversions for the game, the most important prep work is wrapping up the writing in September (we are on target for this).
  • Into Glorantha: At the very end of the con, I'll be running a four hour Gloranthan adventure using HeroQuest 2. I've owned every edition of HQ and Hero Wars, so I suppose it's time to actually try and run the thing.

Friday, September 5, 2014

Lola Of Peladon

2014 Minnesota State Fair grain art

Lola's full name reflects where her travels ended. But more on that in a bit.

Let's take a look at her origins.

Strax found her beneath Madame Vastra's carriage one day, He promptly declared that the black and tan shorthair miniature dachshund was a spy. After quite a tussle and chase, Strax finally got his mitts on her and presented the poor dog to Madame Vastra.

Vastra: "That's a poor excuse for a cybermat. Look how it wriggles!"

Jenny: "Can we keep her, Mum, and call her Lola?"

Strax nodded: "Every good boy deserves a dog."

And so it began.

But this queer Victorian domesticity was to be short-lived for Lola. Madame Vastra found Lola's incessant barking and scampering distracting and intolerably mammalian.

"It gives me migranes."

Vastra told Strax to dispose of the beast. In the middle of the night, of course, so as not to cause Jenny any distress.

Strax did as he was told, and deposited little Lola inside the first open door he could find.

It was a blue door. Thus began Lola's adventures with the Doctor and Clara.

Lola had a pretty good time on the TARDIS. Clara liked her, and made sure (whenever she was on the timeship with the Doctor) that Lola had regular meals and walks. Even the TARDIS liked her, creating an infinity of small branching corridors through which Lola could run, hunt, chase, and hide.

Lola even got along well enough with the Doctor. She helped him on a number of his adventures. Lola was very good at finding and shredding Nestene plastics, had an infallible sense of direction in the bug tunnels on Trellisane, was deft in avoiding the death-beams of the Daleks, could outrun and outmanever even the quickest cybermat (to say nothing of the lumbering Cybermen). She also sprung a deadly surprise on the Vulture Priests of M'nektu!

But like all the Doctor's companions, Lola was only with him for a time. Her travels ended rather abruptly when the Doctor and Clara paid a visit to the lonely and never-married Last King of Peladon.  Lola walked ran out of the TARDIS.  She jumped right into the lap of the lonely King Peladon!

Undivided attention at last! And what better lap to sit in than one perched on a throne?




Lola of Peladon
Canine Companion of the Doctor

ASPECTS:
  • High Concept: Miniature dachshund companion
  • Trouble: Needs a carry-carry from time to time
  • Aspect: Squeeze in tight spaces
  • Aspect: A very loud bark!
  • Aspect: A big appetite for such a little dog
APPROACHES
  • Careful: 0
  • Clever: +2 
  • Flashy: +1
  • Forceful: +1
  • Quick: +3
  • Sneaky: +2
STUNTS:
  • Ankle Biter - Take +2 to Quick Approach to trip an adversary with longer legs than yours. 
  • Hound's Eyes - Take +2 to Clever Approach to beg or plead for something you want.
  • Big Jump! - Take +2 to Flashy Approach to attempt a leap or jump that looks impossible for a creature of your small stature.
  • Sniff It! - Take +2 to Careful Approach when using your nose and mouth to Create an Advantage in learning something about a Mystery Substance. Don't be surprised when you are Compelled to eat something that is Bad to Eat anyway. 
REFRESH: 2

Wednesday, September 3, 2014

Welcome To FATE SF

Tesla grain art from the 2014 Minnesota State Fair

Or welcome back, if you are a regular here at FATE SF! I thought I'd post a brief introduction for folks who might be stopping by because of Charles Akins' EN World article Ten RPG Blogs Everyone Should be Reading. With this post, we are at 465 and counting, and I'd imagine we'll hit 500 before year's end!

I normally post about 3 times per week, and daily when time permits. We've been publishing at a slower pace this summer due to an extremely demanding project at work, but we expect the pace to pick up considerably once we are out of September.

So why FATE SF? I started this blog to preserve my sanity. After the big financial collapse of the last decade, working in non-profits became significantly harder. Grim, in fact. I needed a creative outlet.

This was a good year before Fate Core became A Thing. I thought a cool niche for blogging would be Fate-based SF games. Now mind you, back then, we only had two big Fate-based SF games: Diaspora, and Starblazer Adventures, although Bulldogs! would soon be along too.  I still love them, with a slight bias towards Starblazer Adventures - it just hits the spot so well for a kitchen sink space opera RPG.

Daniel Swensen's blog World Without SYN was a definite inspiration! So were a couple of OSR-inspired free thinkers, the creative geniuses behind Hereticwerks and From the Sorcerer's Skull. Through them, I discovered other points of interest and illumination such as Porky's Expanse!.

A bit more about myself. The first two SF novels I read were back in the 6th and 7th grade: James Blish's Spock Must Die, and Robert A. Heinlein's Orphans of the Sky. Delaney's Babel-17 and Nova followed shortly thereafter, as did John Christopher's City of Gold and Lead. In recent years, I have been reading more of the greats, including Alastair Reynolds, Iain M. Banks, Cordwainer Smith, and Eleanor Arnason to name a few.

My first RPG was black box Traveller. We actually played Whitebox D&D before Traveller, because my friend Steve Gear had purchased that after hearing about it from friends in school. Just as important for me was the SPI wargame Starforce: Alpha Centauri, which offered one of the earliest future histories in gaming. (I used elements of two races from the SPI setting at Con of the North 2014 in my "Ringworld Reloaded" Mindjammer scenario.)

True Confessions:
  • My favorite game worlds - since childhood - have been Tekumel and Glorantha. 
  • My most recent Fate-based purchase wasn't SF. It was the print edition of Ryan Macklin's capable Fate conversion of the Modiphius' Achtung! Cthulhu setting. It's going to prove useful for a convention game I'll be running in February (more on that soon). (Of course, a good argument can be made that much of the Mythos is SF, so Achtung! Cthulhu could arguably be considered pulp SF!
  • I'm very interested (but haven't yet purchased) a non-Fate SF space opera game called Myriad Song. It seems pretty groovy and very Roger Dean-y. 

Friday, August 29, 2014

BEHOLD! THE ANNIHILATOR!

Today at FATE SF, we are thrilled to have a special guest post by Mark Carroll!  Mark had noticed that I hadn't yet posted a Fate conversion for my post on the Annihilator weapon for use with the Cosmic Patrol RPG.

You can see that earlier post on the Annihilator, as well as Fate stats for that weapon's unluckiest targets, the Overkilled, right here. As you will see, Mark has gone well beyond describing one version of the weapon. He expands the mythos of the Annihilator, as well as providing descriptive details and stats for several versions of this terrible weapon at different scales.

Thanks, Mark, and welcome to FATE SF!

***

Annihilator  

No weapon is feared or despised more than the Annihilator. Its origins are a mystery, but some have speculated that the radiations it emits have some link to the Dark Consciousness that lies at the center of the Milky Way Galaxy. Indeed, given that the weapons can only be found in the deadly debris fields surrounding clusters of singularities at the edges of the galactic core, and that the weapons invariably find their way into the hands of those desperate or vicious enough to use them, it's hard to argue that some agency isn't creating them for some bleak purpose.

Rules:  Annihilator weaponry makes use of the Weapon and Armor Aspects and Scale optional rules found in the Fate System Toolkit.


Annihilator Beam (Scale 5, Heavy Weapon): These ship- or emplacement-mounted Annihilators represent the largest and most powerful versions of the weapon available. Possession of one is a death sentence...either for its victims, or for those vile enough to employ it.

Weapon 5

Aspects: Armor is no Protection!, Deadliest Weapon in the Galaxy, Overkill*

*The Overkill Aspect represents the possibility that the strange energies of the Annihilator have a chance to convert living flesh to purulent, slimy anti-life matter. A Fate Point and the appropriate Aspect or Equipment can be used to avoid the Extreme Consequence of Consumed by Anti-Life.

*

Manpac Annihilator (Scale 4, Heavy Weapon): Also called a Matthews-Boskone Vortex Projector, this is the largest Annihilator weapon that could reasonably be considered man-portable. Consisting of a sealed power pac, a heavily-shielded conduit cable, and projector (either with a stabilization harness or magnetic tripod), the Manpac is sometimes mounted on vehicles, but more often used to mass-murder. The power packs for the Manpac sometimes leak if overused, bathing the operators in deadly radiation.

Weapon 4

Aspects: Armor is no Protection!, Built for Indiscriminate Murder, As Dangerous to You As It Is to Them, Overkill*

*The Manpac's Overkill Aspect functions as the Annihilator Beam's, but inflicts a Severe Consequence.

*

Death-Spear Annihilator Rifle (Scale 3, Standard Weapon): The D-SAR is the most commonly-encountered version of the dreaded weapons, found in the hands of the most despicable pirate crews and evil alien races. It is slightly larger than the standard blaster rifle, with twin barrels and a massive power cell that is sealed within its stock. The D-SAR can engage multiple targets at once, and the reciprocating barrels keep the weapon cooled.

Weapon 4

Aspects: Armor is no Protection!, Area Effect, Bulky, Overkill*

*The Overkill Aspect for the D-SAR works identically to the Manpac and Annihilator Beam's, inflicting a Moderate Consequence.

*

Berserker-class Annihilator Pistol (Scale 3, Standard Weapon): Easily the most dangerous of the weapons using Annihilator technology, the Berserker is a death sentence for target and user both. Essentially a modified version of the D-SAR, the Berserker's power pack is enclosed by only rudimentary shielding, primarily in the weapon's grip. It resembles a stubby, wide-mouthed pistol-grip shotgun; the emitter shielding bell over its muzzle is more for confidence than safety. Every shot exposes the firer to accumulated doses of Annihilator radiation, and as such, the weapons are only given to those who have literally nothing to lose. Even if the firer never succumbs fully, the radiation is guaranteed to drive them psycopathically mad.

Weapon 3

Aspects: A Madman's Weapon, Armor is No Protection!, Accumulating Contamination, Overkill*

*The Overkill Aspect functions slightly differently than other Annihilator weapons. Targets may still suffer the Moderate Consequence Consumed by Anti-Life, but unless a Success With Style is achieved, the weapon's user has a Minor Consequence inflicted upon them: Rotting Body, Maddened Mind. As with the usual Overkill Aspect, this may be resisted with a Fate Point, but given the weapon's proximity, no armor or energy field gives protection.

Thursday, August 28, 2014

The Golden Sphere

Art by Tom J. Manning

Think of it as a Wrecking Ball: the Golden Sphere is said to be able to fulfill your innermost desire. Conscious or unconscious, but it often turns out to be the latter. It's at the very heart of the labyrinth, the heart's desire of the heart's desire.

In some (maybe most) Zones, it's not there at all. There might just be a Room at the heart of the labyrinth which does the same thing. And the antechamber to the Room, oh that liquid floor. Watch your step.

It's a danger. For whose intentions are fully conscious, or entirely pure? Sometimes people don't know themselves at all until they're face-to-face with this thing.

A mirror.

It's no wonder that governments and militaries take a dim view of stalkers, and often just want them dead.

Wednesday, August 27, 2014

Empty

Art by Tom J. Manning

"Empties are two hand-sized discs always 29 centimetres apart. If one is moved, the other will also move to hold its position. No force can move the discs closer or further apart.There is nothing between them, so they can, for example, be located on opposite sides of a wall."  - Stalker RPG, p. 35

But sometimes the Empties have something inside them, such as a swirling gas which stays within the virtual canister formed by the two discs. These are known as Full Empties. While Empties are very common "finds" in a Zone, Stalkers can really strike it rich when they find a Full Empty.

Full Empties are rare.

Some have swirling colored gas inside; others, a liquid. They can also store something like grains or pellets. Still other Full Empties store discrete objects such as artifacts or creatures/phenomena found in the Zones, such as silver webs.

At least one Institute is studying the Empties to determine whether time "inside" an Empty passes at the same rate as everything outside one.

Are they Alien canteens? Food storage? Reliquaries? Fuel containers left behind as roadside trash after the Visit?

Perhaps they are bug jars for alien butterfly hunters.

Tuesday, August 26, 2014

Year Of The Cats


Richard Bellingham's The Secrets of Cats was released as a pay-what-you-want PDF on DrivethruRPG today; you can get it here.  It's a hefty 50-page adventure for Fate Core with a feline magic system. Richard's a really nice guy, so consider sending some money his way when you download it.

This is my fourth cat-game purchase this year, as I picked-up two volumes of the Call of Catthulhu RPG, along with a set of 12 Cat-dice over just the last couple months. Much to my amusement, my partner actually noticed these books, and understood why their title is funny. And he is not a geek.

And we are not cat-people.

What I really need is a dachshund game, although I guess anyone who lives with a dachsie knows that they are the GM and you are the hapless, de-protagonized PCs.

It's fun to see Richard's new cat-game for Fate - so give it a look!



While I was on Drivethru, I also noticed that this was now out:


It clocks in at 138 pages for $10 and is also for Fate. You can get it here.